![]() |
DDraceNetwork Documentation
|
#include <teams.h>
Public Member Functions | |
| CGameTeams (CGameContext *pGameContext) | |
| CCharacter * | Character (int ClientId) |
| const CCharacter * | Character (int ClientId) const |
| CPlayer * | GetPlayer (int ClientId) |
| CGameContext * | GameServer () |
| const CGameContext * | GameServer () const |
| class IServer * | Server () |
| void | OnCharacterStart (int ClientId) |
| void | OnCharacterFinish (int ClientId) |
| void | OnCharacterSpawn (int ClientId) |
| void | OnCharacterDeath (int ClientId, int Weapon) |
| void | Tick () |
| bool | CanJoinTeam (int ClientId, int Team, char *pError, int ErrorSize) const |
| bool | SetCharacterTeam (int ClientId, int Team, char *pError, int ErrorSize) |
| void | CheckTeamFinished (int Team) |
| void | ChangeTeamState (int Team, ETeamState State) |
| CClientMask | TeamMask (int Team, int ExceptId=-1, int Asker=-1, int VersionFlags=CGameContext::FLAG_SIX|CGameContext::FLAG_SIXUP) |
| int | Count (int Team) const |
| void | SetForceCharacterTeam (int ClientId, int Team) |
| void | Reset () |
| void | ResetRoundState (int Team) |
| void | ResetSwitchers (int Team) |
| void | SendTeamsState (int ClientId) |
| void | SetTeamLock (int Team, bool Lock) |
| void | SetTeamFlock (int Team, bool Mode) |
| void | ResetInvited (int Team) |
| void | SetClientInvited (int Team, int ClientId, bool Invited) |
| ERaceState | GetDDRaceState (const CPlayer *Player) const |
| int | GetStartTime (CPlayer *Player) |
| float * | GetCurrentTimeCp (CPlayer *Player) |
| void | SetDDRaceState (CPlayer *Player, ERaceState DDRaceState) |
| void | SetStartTime (CPlayer *Player, int StartTime) |
| void | SetLastTimeCp (CPlayer *Player, int LastTimeCp) |
| void | KillCharacterOrTeam (int ClientId, int Team) |
| void | ResetSavedTeam (int ClientId, int Team) |
| void | RequestTeamSwap (CPlayer *pPlayer, CPlayer *pTargetPlayer, int Team) |
| void | SwapTeamCharacters (CPlayer *pPrimaryPlayer, CPlayer *pTargetPlayer, int Team) |
| void | CancelTeamSwap (CPlayer *pPlayer, int Team) |
| void | ProcessSaveTeam () |
| std::optional< int > | GetFirstEmptyTeam () const |
| bool | TeeStarted (int ClientId) const |
| bool | TeeFinished (int ClientId) const |
| ETeamState | GetTeamState (int Team) const |
| bool | TeamLocked (int Team) const |
| bool | TeamFlock (int Team) const |
| bool | IsInvited (int Team, int ClientId) const |
| bool | IsStarted (int Team) const |
| void | SetStarted (int ClientId, bool Started) |
| void | SetFinished (int ClientId, bool Finished) |
| void | SetSaving (int TeamId, std::shared_ptr< CScoreSaveResult > &SaveResult) |
| bool | GetSaving (int TeamId) const |
| void | SetPractice (int Team, bool Enabled) |
| bool | IsPractice (int Team) |
| bool | IsValidTeamNumber (int Team) const |
Public Attributes | |
| CTeamsCore | m_Core |
Private Member Functions | |
| void | KillTeam (int Team, int NewStrongId, int ExceptId=-1) |
| bool | TeamFinished (int Team) |
| void | OnTeamFinish (int Team, CPlayer **Players, unsigned int Size, int TimeTicks, const char *pTimestamp) |
| void | OnFinish (CPlayer *Player, int TimeTicks, const char *pTimestamp) |
Private Attributes | |
| bool | m_aTeeStarted [MAX_CLIENTS] |
| bool | m_aTeeFinished [MAX_CLIENTS] |
| int | m_aLastChat [MAX_CLIENTS] |
| ETeamState | m_aTeamState [NUM_DDRACE_TEAMS] |
| bool | m_aTeamLocked [NUM_DDRACE_TEAMS] |
| bool | m_aTeamFlock [NUM_DDRACE_TEAMS] |
| CClientMask | m_aInvited [NUM_DDRACE_TEAMS] |
| bool | m_aPractice [NUM_DDRACE_TEAMS] |
| std::shared_ptr< CScoreSaveResult > | m_apSaveTeamResult [NUM_DDRACE_TEAMS] |
| uint64_t | m_aLastSwap [MAX_CLIENTS] |
| bool | m_aTeamSentStartWarning [NUM_DDRACE_TEAMS] |
| int | m_aTeamUnfinishableKillTick [NUM_DDRACE_TEAMS] |
| CGameContext * | m_pGameContext |
| CGameTeams::CGameTeams | ( | CGameContext * | pGameContext | ) |
| void CGameTeams::CancelTeamSwap | ( | CPlayer * | pPlayer, |
| int | Team ) |
| bool CGameTeams::CanJoinTeam | ( | int | ClientId, |
| int | Team, | ||
| char * | pError, | ||
| int | ErrorSize ) const |
| void CGameTeams::ChangeTeamState | ( | int | Team, |
| ETeamState | State ) |
| CCharacter * CGameTeams::Character | ( | int | ClientId | ) |
| const CCharacter * CGameTeams::Character | ( | int | ClientId | ) | const |
| void CGameTeams::CheckTeamFinished | ( | int | Team | ) |
| int CGameTeams::Count | ( | int | Team | ) | const |
| CGameContext * CGameTeams::GameServer | ( | ) |
| const CGameContext * CGameTeams::GameServer | ( | ) | const |
| float * CGameTeams::GetCurrentTimeCp | ( | CPlayer * | Player | ) |
| ERaceState CGameTeams::GetDDRaceState | ( | const CPlayer * | Player | ) | const |
| std::optional< int > CGameTeams::GetFirstEmptyTeam | ( | ) | const |
| CPlayer * CGameTeams::GetPlayer | ( | int | ClientId | ) |
| bool CGameTeams::GetSaving | ( | int | TeamId | ) | const |
| int CGameTeams::GetStartTime | ( | CPlayer * | Player | ) |
| ETeamState CGameTeams::GetTeamState | ( | int | Team | ) | const |
| bool CGameTeams::IsInvited | ( | int | Team, |
| int | ClientId ) const |
| bool CGameTeams::IsPractice | ( | int | Team | ) |
| bool CGameTeams::IsStarted | ( | int | Team | ) | const |
| bool CGameTeams::IsValidTeamNumber | ( | int | Team | ) | const |
| void CGameTeams::KillCharacterOrTeam | ( | int | ClientId, |
| int | Team ) |
|
private |
Kill the whole team.
| Team | The team id to kill |
| NewStrongId | The player with that id will get strong hook on everyone else, -1 will set the normal spawning order |
| ExceptId | The player that should not get killed |
| void CGameTeams::OnCharacterDeath | ( | int | ClientId, |
| int | Weapon ) |
| void CGameTeams::OnCharacterFinish | ( | int | ClientId | ) |
| void CGameTeams::OnCharacterSpawn | ( | int | ClientId | ) |
| void CGameTeams::OnCharacterStart | ( | int | ClientId | ) |
|
private |
|
private |
| void CGameTeams::ProcessSaveTeam | ( | ) |
| void CGameTeams::Reset | ( | ) |
| void CGameTeams::ResetInvited | ( | int | Team | ) |
| void CGameTeams::ResetRoundState | ( | int | Team | ) |
| void CGameTeams::ResetSavedTeam | ( | int | ClientId, |
| int | Team ) |
| void CGameTeams::ResetSwitchers | ( | int | Team | ) |
| void CGameTeams::SendTeamsState | ( | int | ClientId | ) |
| class IServer * CGameTeams::Server | ( | ) |
| bool CGameTeams::SetCharacterTeam | ( | int | ClientId, |
| int | Team, | ||
| char * | pError, | ||
| int | ErrorSize ) |
| void CGameTeams::SetClientInvited | ( | int | Team, |
| int | ClientId, | ||
| bool | Invited ) |
| void CGameTeams::SetDDRaceState | ( | CPlayer * | Player, |
| ERaceState | DDRaceState ) |
| void CGameTeams::SetFinished | ( | int | ClientId, |
| bool | Finished ) |
| void CGameTeams::SetForceCharacterTeam | ( | int | ClientId, |
| int | Team ) |
| void CGameTeams::SetLastTimeCp | ( | CPlayer * | Player, |
| int | LastTimeCp ) |
| void CGameTeams::SetPractice | ( | int | Team, |
| bool | Enabled ) |
| void CGameTeams::SetSaving | ( | int | TeamId, |
| std::shared_ptr< CScoreSaveResult > & | SaveResult ) |
| void CGameTeams::SetStarted | ( | int | ClientId, |
| bool | Started ) |
| void CGameTeams::SetStartTime | ( | CPlayer * | Player, |
| int | StartTime ) |
| void CGameTeams::SetTeamFlock | ( | int | Team, |
| bool | Mode ) |
| void CGameTeams::SetTeamLock | ( | int | Team, |
| bool | Lock ) |
|
private |
| bool CGameTeams::TeamFlock | ( | int | Team | ) | const |
| bool CGameTeams::TeamLocked | ( | int | Team | ) | const |
| CClientMask CGameTeams::TeamMask | ( | int | Team, |
| int | ExceptId = -1, | ||
| int | Asker = -1, | ||
| int | VersionFlags = CGameContext::FLAG_SIX | CGameContext::FLAG_SIXUP ) |
| bool CGameTeams::TeeFinished | ( | int | ClientId | ) | const |
| bool CGameTeams::TeeStarted | ( | int | ClientId | ) | const |
| void CGameTeams::Tick | ( | ) |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
| CTeamsCore CGameTeams::m_Core |
|
private |